GGST/Bridget: Difference between revisions

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[[GGST/Bridget/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|P|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[GGST/Bridget/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{CloseCard}}
{{CloseCard}}



Revision as of 18:22, 8 August 2022



Overview
Overview

Bridget Bridget is classified as a Balance type.

Pros
Cons
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Bridget
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2K (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623P (9F)
632146H (?F)

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 All 8 2 14 -6
Total: 23

Gatling Options: 5P, 2P, 6P, 6H

5K

c.S

f.S

S

S after f.S or 2S

5H

H

H after 5H or 2H

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 High 20 3 26 -15 -
62 High 28 3 26 -10 -
Total: 0
Total: 0

Uncharged Dust Attack
  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.
  • 80% proration.

Charged Dust Attack
  • Launches opponent on hit if combo'd into.
  • Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
    • Initiating a Homing Jump will put the opponent into a unique air combo state, ending in an Area Shift.
    • During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.
    • Homing Jump combos greatly increase Tension Balance.

Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo.

2P

2K

2S

2H

2D

6P

6K

6H


j.P

j.K

j.S

j.H

j.D

Special Moves

Stop and Dash

236S/H (Air OK) or 214S/H (Air OK)

Rolling Movement

214K (Air OK)

Starship

623P

Kick Start My Heart

236K

Brake

P during Kick Start My Heart

Shoot

K during Kick Start My Heart

Roger Dive

j.236K

Rock the Baby

63214P (Air OK)

Overdrives

Loop the Loop

632146S

Return of the Killing Machine

632146H (Air OK)

Navigation

Bridget



To edit frame data, edit values in GGST/Bridget/Data.